The Wilderness is our survival world open to all players. The Wilderness is home to two competing factions, Redd and Blueu. Players have the choice of joining one of the two. Once joined, the faction grants a lot of protection and benefits. However, players that wish to remain independent may do so and even become their own faction if they reach ten players. There is no whitelist so start pwning some noobs now!

The Nether and the End:

The Nether and the End are places of danger but also places of adventure! Treasures and dungeons are scattered all across the worlds but beware, the Dark Lord can and will find you.

Syren:

Syren is the creative world on the server. It includes some of our greatest builds ever built! Only admins may build there but the city is open to tourism for all players. Ruled over by The Architect, who determines whether a build will be allowed to stay in the city, which will one day be open to download, and will be converted to an adventure map.

Stuff You Might Want to Know

This is a great server for those all about survival and PvP.
There are somethings you should be aware of about Survival:

1. This is PvP so people can fight you and you can lose your stuff.
2. You can forge alliances to help protect each other from rival factions as well as hostile mobs.
3. You are Strongly encouraged to join a faction as loners do not last long.
4. If you cannot stand possible destruction of your creations or loss of items in a war please do not play or complain.
5. Despite warring factions you can still have fun exploring and doing all the other things you love to do.
6. This server is on hard mode(not hardcore).
7. No mods or hacks
8. No attacking factions while they are offline.
9. No accepting, giving, asking, or spawning in spawned in items

We are running our own custom plugin which adds a variety of new functions and crafting recipes. You can check out all of what is included and what will be coming at http://dev.bukkit.or...rver-mods/agtv/
Some features include harder mobs, specific plant biomes, fire and black powder arrows, and other random events.
If you have any suggestions you can message an admin and it may get added.

Hello and welcome to the front page for AGTV Minecraft. The server is designed to allow very hardcore survival and strong PVP. Don't expect to live long by yourself so find friends quick! Just login and enjoy your stay.

As a proud member of the Dark Brotherhood Anti-Griefer Clan, I was asked to make a special version of Ruston RPG for them. If you are also a member of the Dark Brotherhood, PM Greenwindu and ask him for Ruston RPG Dark Brotherhood Edition.

I like how it includes links to me and my clan page. I approve . Not that it matters, but I just want to say I like it.
EDIT: You spelled "griefers" as "grievers" a couple times, and in the beginning, after "We find the griefer and tell you,before..." there needs to be a space after the comma. And under alliances, there should be a comma after "Alliance" so it's "If you want an alliance, ask!" and alliance shouldn't be capitalized. Perfect spelling/grammar makes you look more professional.

Advanced Mumble Configuration
Instead of hearing people from indefinitely far away you can set up mumble to only hear them when they are close. In return you (and they!) will need to bind an extra key to communicate with those far away (imagine it being a "walkie-talkie" button).
To set this up you will need to do some special settings which differ from the defaults, in return it might enhance your audio experience. Instruction video here, skip to 3:19.

integrate switching between "world dependent linking" into GUI as a setting (either use GUIAPI or ModOptionsAPI), neither should end up as a requirement for the user though (currently possible through the config file)

maybe add achievement for successful linking with mumble to provide better feedback that it has worked (dropped because tests show its not that reliable, has issues in SMP and is a one-time thing only [some code for it in r76])

add server, world and other player related info to the "identity" field and wrap it with JSON (done since 4.0.2, sadly there is no client-side-visible UID for the world)

add LiteLoader support

add better compatibility with MagicLauncher

revamp as a server plugin

Mod-Packs
Generally you are free to distribute it with your private (or public, or commercial) mod-packs as specified by LGPLv3.
That being said, it virtually means no restrictions apply except that you should inform users that your mod-pack contains this mod and that it is licensed under LGPLv3.
Feel free to drop a note and a link in this thread. It might give you some more users and I simply am curious to see where it is used (totally optional!).

Development
This project is licensed under the LGPLv3.
Sources can be found on sourceforge in the SVN.
Read the README.txt files in some of the folders for instructions.
If you would like to help me out see if you can take on one or more of the TODOs or tickets.

Developing Addons for this Mod

Please also refer to full changelog of v4.0.2 in the README and the source code comments.

Use this interface to register your callback function handlers. You will have to implement the callback interfaces.

It is suggested that your addon implements the "Activatable" interface to allow other (child) addons to disable your handlers and thus overriding/replacing them. This is neccessary since the context and identity fields have a very limited length.

This is a Minecraft mod based on "Minecraft Forge". It's purpose is to be able to use
Minecraft in conjunction with Mumble's positional audio feature.
(http://mumble.sourceforge.net/)
This means: Directional and positionally attenuated VOIP in relation to
the game world.
It uses the Mumble Link Plugin v1.2.0 and adds native mumble support.
Tested with Mumble 1.2.2 - 1.2.4 and PR_Mumble1.0 .
It also uses JNA (https://github.com/twall/jna).
There is an interface that other mods can use to inject their custom Mumble
context and/or identity.

1. Close both Mumble and Minecraft.
2. install latest Minecraft Forge
3. replace the old MumbleLink-jar with the new one!

Advanced Mumble Configuration

Instead of hearing people from indefinitely far away you can set up mumble to
only hear them when they are close. In return you (and they!) will need to bind
an extra key to communicate with those far away (imagine it being a
"walkie-talkie" button).
To set this up you will need to do some special settings which differ from the
defaults, in return it might enhance your audio experience.

2. In Shortcuts (see http://i.imgur.com/MxSu237.png)
1. bind a key ("Shortcut") to "Shout/Wisper" "Shout to Channel" select "Current" Channel and make sure to check "Ignore positional audio"
(this will enable you to speak to everyone no matter how far away they are or what their settings are)

- link delay: 10 seconds - normal link delay appears to be about 10 seconds after
joining a minecraft server. This may vary depending on the PC. The confirmation
that the plugin linked can however show before the effect kicks in.

- starting order: does not matter,
Minecraft or Mumble - either can be started first

Troubleshooting:

- Please check the logs in your .minecraft-folder for an error message.
for Forge: fml-client-latest.log
-- messages from this mod will be indicated by "[MumbleLink]" infront
of the message

- Errors will occur as "Minecraft has crashed!" or a black window
-- This either indicates incompatibility to your operating system
-- or you are using an outdated version of the mod
-- check the error report or log files (s.a.) for details

FAQ:

- How do I know that I am linked/the mod works?
After connecting to a Minecraft-Server (joining a game) Mumble's log will
show a message "Minecraft linked." after a few seconds. Additionally
within Minecraft you will see a chat message "Mumble linked." after you have
joined any world.

- Mumble does not Link:
- check the logs and check if MumbleLink (Forge)
- you might not have Forge installed
- note that Risugami's ModLoader is not supported anymore

- Minecraft crashes with:
"Minecraft has crashed!
...
java.lang.NoSuchFieldError: g
at UpdateData.set(UpdateData.java:XXX)
..."
OR
"Minecraft has crashed!
...
-- Head --
Stacktrace:
at UpdateData.set(UpdateData.java:XXX)
..."
- You are using an incompatible mod version.
- Get the appropriated one from https://sourceforge.net/projects/modmumblelink/files/
- there might not be one yet if you just updated Minecraft

"Minecraft has crashed!
...
Minecraft has stopped running because it encountered a problem; Error in mod
MumbleLink: Couldn't load library.
...
java.lang.UnsatisfiedLinkError: ..."
- None of the found libraries can be loaded on your system. Your operating
system is not supported by this mod. Sorry.
Please try to compile the required libraries yourself or submit a
request. (If you successfully compiled them yourself please share :D)

- the log sais:
"SEVERE: [MumbleLink][SEVERE] Required library could not be loaded,
available libraries are incompatible!"
- None of the found libraries can be loaded on your system. Your operating
system is not supported by this mod. Sorry.
Please try to compile the required libraries yourself or submit a
request. (If you successfully compiled them yourself please share :D)

- Mumble sais "Minecraft linked." but I still don't hear people positionally.
Multiple possibilities:
1. Mumble is not setup correctly:
Make sure "Link to Game and Transmit Position" is checked
(Configure -> Settings -> Tick "Advanced" -> "Plugins"
-> Tick "Link to Game and Transmit Position")

2. The others are not using this mod. Get them to install it!

- Minecraft has no sound/it is really low now
this is probably due to Mumble itself, it will lower other applications'
volumes by default
In Mumble advanced settings, within "Audio Output" untick both:
"Attenuate applications by..." "while other users talk"
and "while you talk"

Developing Addons for this Mod:

- Please also refer to changelog of v4.0.2 and the source code comments.

- The interface "MumbleLinkAPI" allows your addon to inject their custom Mumble
context and/or identity. Use this interface to register your callback
function handlers. You will have to implement the callback interfaces. It is
suggested that your addon implements the "Activatable" interface to allow
other (child) addons to disable your handlers and thus overriding/replacing
them. This is neccessary since the context and identity fields have a very
limited length.
The ExtendedPASupport mod should serve as a sample implementation.
Please note the javadoc of these files.

- Generally you are free to distribute it with your private (or public, or
commercial) mod-packs as specified by LGPLv3.
That being said, it virtually means no restrictions apply except that
you should inform users that your mod-pack contains this mod and that
it is licensed under LGPLv3.
- Feel free to drop a note on the forum that your pack contains this mod.
It might give you some more users and I simply am curious to see
where it is used (totally optional!).

- Does not work with MicDoodleCore. Libraries will not be loading properly.
A workaround is described in the forum thread.
- Does not work with PRMumble(0.5Beta) even after copying the link.dll (1.2.0)
into PRMumble's plugin folder - it will say "linked" but the audio
will not be positional (Deprecated since PR_Mumble1.0 is supported now :))

v4.0.2
- updated for Minecraft 1.6.2 (+ MCP 8.02 + Forge 9.10.0.777)
- IMPORTANT: dropped direct support for Risugami's ModLoader (will now only work with Forge)
- utilizing srg-reobfuscation; new builds are now (fairly) universal, this means that updates are now needed less frequently
- added API interface (MumbleLinkAPI) for addons to inject their own context and identity
(this means that for example a faction-based mod can now tell mumble which faction
the player is on, a custom MUMO can then do its job accordingly)
- ExtendedPASupport.java is a sample implementation
- added an addon which injects identity and context as json data for extended positional audio support for vanilla minecraft
- context and identity now use JSON formatting
- fixed 3D positional audio bugs when looking straight up or down
- added config options to enable the Forge-based mod(s) and set their debugging mode

v3.0.4
- updated for Minecraft 1.6.1 (+ MCP 8.02 + Forge 8.9.0.762)

v3.0.3
- updated for Minecraft 1.5.2 (+ MCP7.51 + FML)

a3.0.2 (alpha)
- fixed native library not being loaded when using Risugami's ModLoader

a3.0.1 (alpha)
- fixed that Risugami's ModLoader would not recognize the mod_MumbleLink.class as a mod

a3.0.0 (alpha)
- now using JNA instead of JNI
- now directly supporting Minecraft Forge and (still) ModLoader
- does not support OSX 32 and 64 bit at the same time anymore (separate download will be needed)

v2.5
- complete reworking of the code (unreleased)
- using json to transport the mumble context
- extended use of settings file,
- mod_MumbleLink.conf
- a simple text file that you can put into your minecraft execution directory
- syntax follows a key value pair seperated by colon (:) per line
- introduced new settings:
- mumbleContext:[MinecraftAllTalk|world]
- default: MinecraftAllTalk
- specifies which group of players you belong to (which context you will
use)
- if the contexts of two players match then mumble will calculate
positional audio
- MinecraftAllTalk: a general, non-specific context saying "i am playing
minecraft"
- world: a world specific context, only players in the same world will
hear each other positionally
- libraryName:someFileName
- default: mod_MumbleLink
- you can specifiy to use a certain native library useful if there is a
naming conflict
- the mod will also try OSX, Windows and Unix as well as x64 specific
filename variations if the file could not be found right away
- libraryFolderPath:/some/folder/path/natives/
- default: none
- you can specify which directory should be searched for the required
native library files
- useful when running minecraft from a custom directory

This project is present at both SourceForge and GitHub. The main development
will be done using GitHub but the distribution is done through SourceForge.
TheSkorm has forked this Project (v2.3.3, r72).https://github.com/TheSkorm/mod_mumblelink

SilentWalker : Thanks for testing on XP64, Ubuntu32 and other invaluable support.
talkingBEERmug : Thanks for testing and decompiling the 128-bit encryption
Steeve : Thanks for providing the Mumble-Server we tested on
xDownSetx, Zebra: Thanks for helping with testing
dalawrence : Thanks for providing the source code of a similar project
(http://www.minecraftforum.net/viewtopic.php?f=1&t=41506)
which helped in optimizing the DLLs and compiling for
multiple platforms
theskorm : Thanks for helping with compiling libraries for linux 64 bit
and providing libs for MACOSX (and testing) and helping with
recompiling/reobfuscating
davr : Thanks for jumping in and helping with recompiling/reobfuscating
twall : Thanks for JNA!
iSuchtel : Thanks for helping with compiling the universal dylib for OSX

Older Versions (not recommended):

IMPORTANT: mod_MumbleLink with differing major version numbers are not compatible!
You will not hear people with vX... positionally if you are using vY... (and vise-versa)!

My name is Jolicoeur, so I called it Jolicraft. It's pronounced "Jolly Craft" by the way. My name means "Happy Heart", so I guess Jolicraft means "Happy Craft". So maybe I should have called it HappyCraft, because I'm generally quite happy. But I'm not always happy. Sometimes I run out of wine. Sometimes there's no hot water for my bath. Sometimes when I'm changing my son's diaper, he pees on me.Minecraft is a game about crafting the world around you. What better way to craft the world than to craft the very stuff the world is made of? I had a great time creating Jolicraft, it's so addictive to create textures and see them live in your own world. I didn't really intend to push the pack as far as I did, but damn this [profanity="­"] is addictive. It's as addictive as Minecraft itself, which is saying alot.This is Minecraft people. As with life, don't take it too seriously. A good plentiful helping of Jolicraft will wash the dust away from your dreary world.

Why did you make this 16x16? Wouldn't it be awesomer if it was 32x32 or 128x128 or 1080x1080?I love 16p texture packs. It seems the perfect resolution to match the style of Minecraft. The purposefully crude low-res pixel crafting nature of the game was simply made for 16x16 textures, anything more just feels weird - like drinking red wine while eating hotdogs. Which Notch does every morning at the breakfast table. Although I'm sure one day I'll be bored and play around with a 32x32 version, just for the fun of it.Can you please add more sidegrass?Let me explain why this is almost no sidegrass on Jolicraft dirt. I like sidegrass in many texture packs. Sometimes it works and looks great for the type of grass & dirt they've created. But Jolicraft dirt is different. It's firm and scoopable. The grass is a thin layer on top of the dirt, so more sidegrass makes no sense as it either makes the grass layer feel thicker than I want or it makes the thin grass all droopy. Think of my dirt like cake with icing on top, so when you scoop through it the grass doesn't instantly hang down the side, it stays firm. And the grass overhangs just a tiny bit to cast a slight shadow down the side of the dirt. It's that crisp edge that makes Jolicraft dirt different from other dirt. It's not that I'm against sidegrass in general, just sidegrass in Jolicraft.I asked you to change a texture and you didn't. What gives?I'm sorry. You had good intentions in suggesting a change, but I didn't care for it. Don't be angry! I don't care for lots of stuff that other people like. And I care for lots of things that other folk don't like. And I'm neutral to things that many people aren't neutral to. What a world! Does that answer your question?I'm making my own pack or map, and I want to use a texture from your pack. Can I?I get lots of requests from folks asking if they can use specific textures in their packs and maps. I don't mind if you use any of my textures, help yourself and enjoy! But I just ask that if you do use something I've made that you state somewhere in your thread what you used of mine, and include a link to this thread via the Jolicraft logo (http://img607.images.../5724/sig5f.png). And I STRONGLY encourage you to not rely on anything I've made. Making a few textures doesn't take long. It's much more satisfying to create something original than to rely on someone else's creations. Wouldn't you agree?What's wrong with you?Once when I was young I pushed a toothpick into my ear and it went all the way in and didn't come out. I've not been quite right since then.

Mock-up "CD Case" for the Aether! Created by our talented artist, The5.

Hey guys! If anyone wants to come discuss the Aether mod, you can come over to the IRC channel #aethermod on esper.net. Come chat with the dev's and other Aether-lovers!

If you do not have an IRC client here is how to join the channel with your web browser:

1. Go to http://www.esper.net.2. Click on "Chat now!" in the top right hand corner. This will go to another page with an input box which has "#" inside it.3. Inside the input box, type in #aethermod and press connect.4. The mibbit client will then request for your username, type it in.5. Have fun chatting!

See you there!

Enjoy and stay tuned!

This mod has literally taken 4-5 months of SOLID development to come to fruition, and we have wasted thousands of hours of our free time to complete this mod. A good way of saying thank you to the developers is to not only download the mod and support the project, but donating a bit of spare money really helps motivate us. Like I said, this project has been developed for an insanely long time, the donations would be VERY much appreciated for our hard work. Thanks!

Hello everyone!

Sorry for the delay in the patch; the team has been very busy wrapping things up with the new mod version, and of course some of us have to attend to real life. However, we have finally finished the patch, and it is now available for download! Not only have we fixed a huge amount of bugs, but we've also added new features, tweaks and balance changes to freshen up your Aether experience. We've worked very hard on the patch, and so we hope you enjoy what it has to offer.

If you have yet to see the change list for Patch 1.02 of the Aether, you can see it below:

Tweaks:

- Dungeon Rewards are now hidden in TooManyItems by default. However, if people would like to spawn them for any reason, you can now disable the hiding code for the rewards by changing "TMIhidden = true" to "TMIhidden = false" in mod_Aether.cfg file. This file can be found in your /.minecraft/config/ folder. DO NOT change "#TMIhidden (boolean:true)" as this will not actually affect the config file, and immediately resets upon opening Minecraft. Instead, change "TMIhidden = true".

- Completely restructured Sound files for the Aether.

- When riding a saddled Moa, a "Jump Meter" will now appear above your Armour defense. This Jump Meter will show you the amount of mid-air jumps your Moa can perform, and also how many are left before it can no longer jump. Thanks to Penumber for the idea.

- Saddled Moas no longer wander around. They stay on the spot when you are not mounted on them.

- Ambrosium Shards now only heal "half a heart". We felt that Ambrosium was too powerful for such a common ore, thus the decision to decrease it's healing powers.

- Gravitite Ore is now much more common.

- Zanite Ore is now slightly less common.

- You can now press "B" on your keyboard to gain a Book of Lore for free. You will gain one according to the dimension you are in (for example, if you are in the Aether dimension you will gain a Book of Lore: Volume 3).

- Placing Lava in the Aether now freezes it into Aerogel.

- Books of Lore no longer appear in Dungeon chests.

- Aerogel no longer appears in Dungeon chests.

- Carved Stone no longer appears in Dungeon chests.

- Lightning Knives no longer appear in Dungeon chests in stacks higher than 16. This is so stacking is no longer screwed up (as the max stack for Lightning Knives is 16).

- When first entering the Aether in Minecraft, you will now gain a Cloud Parachute for free.

- If you hit the Bronze Boss with something other than a Pickaxe, it will now show a message which says "Hmm. Perhaps I should attack this beast with a Pickaxe?" so that new people understand they cannot attack it with other weapons.

- Enchanted Gravitite texture now changed, so as to save Sprite ID's.

- The time taken for Baby Moas to digest their Aechor Petals has now been decreased.

- Life Shards now have a new sprite, to make them look more like "Shards" rather than heart containers.

- Blue Aerclouds have a slightly new colour. It uses a more cyan-like colour now.

Bug Fixes:

- Spawning issues have finally been fixed (Zephyrs and Aerwhales are now less common, and Aechor Plants more common. There are more adjustments, but too many to list).

- Cockatrices and Zephyrs now despawn when on Peaceful mode.

- Aerwhales and Zephyrs now despawn when stuck.

- Fixed the Glowstone Dust description in the Book of Lore: Volume 2.

- Fixed the Glowstone block description in the Book of Lore: Volume 2.

- Fixed the descriptions of some Obsidian items in the Book of Lore: Volume 3.

- Enchanting Golden Darts and Buckets of Poison now works as intended.

- Golden Swets now work correctly.

- Baby Moa's no longer lay eggs.

- You can now configure the spawn rate of Aether mobs in mod_Aether.cfg (/.minecraft/config/). 0 = no longer spawn.

- Aerwhales which were previously set on fire should no longer be in flames. They are also now immune to fire.

- Swets, Aerwhales and Zephyrs now despawn correctly, previously they would not despawn and prevent spawning of other creatures.

- Fixed a bug where Blue and Gold clouds were not generating into the world naturally. Newly explored areas or new Aether worlds will now generate with Blue and Gold clouds.

- Saddled Moas no longer despawn.

- From now on, beds which are placed in the Aether will not explode, and can be slept in as usual. Beds which have been placed prior to Patch V1.02 will still explode. To fix this, just recollect the bed and place it again.

- Bonemeal can now grow Skyroot saplings and Golden Oak saplings. You can also use it on Aether Grass to grow a group of White and Purple flowers.

- You can no longer move the Bronze Boss with the Hammer of Notch projectile.

- Fixed a bug where the initiating a fight with the Gold Boss would cause massive lag spikes.

- Fixed a bug where Black Moa's would only be able to perform 6 mid-air jumps instead of the intended 8 mid-air jumps.

- The Cloud Sentries which are spawned from the Cloud Staff dungeon reward no longer make human "hurt" sounds when damaged.

- Fixed an audio-related issue with Moas and Flying Pigs, where they would build up "step sounds" while flying, and would play them all at once when landing on the ground.

- Fixed a bug where Silver Dungeons were rarer than Gold Dungeons.

- Many more small bugs have been fixed, but there were too many for me to remember them or list them. I can assure you that the above fixes were the biggest.

Additions:

- Added 3 new in-game soundtracks, all exclusive to the Aether. Thanks to our new composer, Emile, for creating these wonderful pieces! You can hear them in-game, just like any other Minecraft music.

- Unique "Victory" tunes have been added when defeating Bronze and Silver bosses.

- A small "Achievement" tune has been added when completing an Aether achievement.

- When initiating in a fight with a boss, a Health Bar will now appear on the top centre of your screen. The Boss will also have a randomly generated name. For example: "GeneratedName, the Valkyrie Queen".

- Added a new "Flying Cow" mob. While they are nothing too special, they do drop leather when killed. These creatures can be saddled and flown around.

- Added a new "Aerbunny" mob. These creatures are friendly, and will hop around the Aether peacefully. Aerbunnies drop string when killed. This means, with the combined additions of the Aerbunny and Flying Cow, you can now craft Saddles in the Aether without returning to the surface world.

- Added a new "Whirlwind" mob. These hostile entities will throw you into the air when you get too close.

- Added a new "Quicksoil Glass" block. Not only can it be used for building materials, but it also gives off a dim amount of light (and of course, speeds up mobs movement speed while in contact with them). They can be gained by enchanting Quicksoil.

- Added a new "Zanite Block". This is a purely aesthetic block, for the purpose of storage and building materials. It can be crafted with 4 Zanite Gemstones. You can also craft the Zanite Block back into 4 Zanite Gemstones if you would like to regain them.

- Added a new "White Flower" block. These are commonly generated flowers in the Aether. At the moment they are purely aesthetic, but will have crafting purposes in the future.

- Added a new "Purple Flower" block. These are slightly rarer than White Flowers, and can be crafted into 2 Purple Dye items.

- Added a new "Freezer" block. This new block was suggested by one of our fans on the Mantis bug/idea tracker. We thought it was a neat enough idea to implement. Basically, it works very similarly to the furnace in design. However, it uses Icestone as a fuel, and can be used to freeze various different items. For example: you can freeze water from water buckets into Ice blocks, or freeze Cold Aerclouds into Blue Aerclouds. Although there aren't many freezable items and blocks at this stage, the Freezer's use will be hugely expanded in future patches.

- Added a new "Ice Ring and Ice Pendant". When worn, these accessories will freeze all water and lava around the player. They slowly degrade while worn, so they do not last forever. These accessories can be obtained by freezing Gold or Iron accessories with the new Freezer block. You CANNOT freeze Zanite accessories into Ice accessories, only Gold and Iron.

- Added a new "Healing Stone" item. Heals 2 hearts of health, and is stackable. These items can be obtained by enchanting Holystone blocks with your Enchanter. This was implemented to balance out the issues with overpowered Ambrosium Shards.

- Added four new craftable capes: "White, Blue, Red and Yellow". These capes can be crafted with their respective wool colour. Blue Capes can be crafted with any type of blue wool. These capes are purely aesthetic.

- Added four new Dungeon Rewards. One of them is a Bronze Dungeon reward, and the other three are Silver Dungeon rewards.

- Added a completely new "Main Menu" which is interchangable in-game and with the mod_Aether.cfg file. This menu, by default, has an "Aether Theme", with Aether-styled buttons and logos. It will also preview the last point you were located at in your previously played world. All progress made in the menu (time of day, etc) is not actually saved, so when you re-enter the world it will still be at the last point you played. This menu is highly configurable, though, and has a few neat features. We've added three new buttons on the top right hand corner of the screen: "Q" for Quick Load, "T" for Toggle Theme, and "W" for Toggle World. The Quick Load feature allows you to instantly jump into the world that the menu is currently previewing, without ANY loading times. The Toggle Theme feature allows you to switch between the "Classic" style of buttons and logos (which includes the Minecraft logo, etc), or the "Aether" style of buttons and logos. The Toggle World feature allows you to turn world previewing on or off. While world previewing is off, it will display a menu very similar in structure to the normal menu in Minecraft, but you still have the option to use the "Aether" styled buttons and logos with the Toggle Theme feature. However, the only way to use a particular menu by default, you have to configure the menu with mod_Aether.cfg, which can be found in /.minecraft/config/. By default, "aetherMenu = true" means that Minecraft will always load with the Aether styled buttons and logo. If you change that to "aetherMenu = false", your game will always load with Minecraft styled buttons and logos. Additionally, the default "worldMenu = true" means that your game will always preview your previously played world on start up. However, if you change that to "worldMenu = false", your game will always start up with the classic Minecraft menu in normal Minecraft.

IMPORTANT INFORMATION:

The Aether NO LONGER WORKS WITH SINGLE PLAYER COMMANDS. It uses an API called Player API, which basically allows several mods to edit the Entity Player. However, Single Player Commands has not used this new API yet, so you cannot run the two mods at the same time or else it will CRASH. I expect a patch/quick fix will be up shortly!

ADDITIONALLY: The Aether DOES NOT WORK with ShockAhPI r5 and r6, since it directly overwrites Player API (similarly to SPC). However, we have created a new version of ShockAhPI which utilizes Player API. Even though Shockah is currently on holidays, he has given us permission to distribute this version of the API with adf.ly (as he is one of the Aether team members). The new download link for this fixed version will be below. IF YOU HAVE V1.01 CURRENTLY IN YOUR JAR FILE, YOU MUST USE A FRESH JAR OTHERWISE IT WILL CRASH. THE PATCH DOES NOT WORK WHEN SIMPLY PASTING OVER V1.01.

There is also one known bug with the current menu: it seems that, because of the way we load the menu music, it has a 2-4 second stall upon opening Minecraft. It's not a huge delay, but sometimes it may be confused with a blackscreen. It actually isn't, you just need to wait a few seconds for the menu to do its thing.

We've been working quite hard on this patch, and would appreciate any donations from our fans. Anything helps; it's the thought that counts!

To use SPC with the Aether mod V1.02, first install SPC then use this patch by meiska_:

Enjoy!

Stay Tuned

HOW TO INSTALL VIDEO - STEP BY STEP (V1.01, these videos are outdated!):

Thanks to DirtyMoDz7s for the video!

Thanks to RZGamez for the video!

It's finally here...

One of the biggest projects in Minecraft Modding history is now completed. Five very well-known and talented modders (Kingbdogz, Kodaichi, Shockah, Flan and 303) have joined forces to develop the Aether, a celestial realm found in outer limits of the atmosphere. The Aether is what you could call the "antipole" of the Nether. The Nether is a network of desolate, fiery caverns filled with bloodstained Cobblestone and sticky Soulsand; it lies beneath the very soil of our Minecraft world. The Aether, on the other hand, is a collection of floating plains and islands, all connected together to create a breathtaking dimension of the skies. Even during the night, the Aether is still quite peaceful, and a normal day in the Aether is the equivalent of three days on the surface.

Aerwhales, the gentle giants of the Aether, can be found floating in the horizon, munching on Golden Oaks and strips of Blue Aerclouds as the sun climbs higher in the sky. When the sun falls, Cockatrices crawl away from their well-hidden nests, ready to attack. Peaceful as they may seem, these deadly birds shoot poisonous needles at you when provoked. They are one of the few hostile mobs in the Aether.

The Aether isn't always fun and games though; elaborate dungeons are protected by powerful Guardians and sleeping sentries which await watchfully. They can be found in the sides of massive floating islands, containing locked loot chests with otherwise unobtainable singular items and blocks worth the effort of slaying their key bearing protectors.

Dungeons have three levels of difficulty. Bronze, Silver and Gold; Bronze being the easiest, and Gold being the hardest. This means that the Bronze Dungeon will be easier to handle, but the Dungeon will only yield "good" items. Silver Dungeons are slightly harder, and reward you with much better unique items. Gold Dungeons are extremely hard, but you will be rewarded with incredibly powerful items. These unique rewards CANNOT be obtained any other way.

Moas, peaceful and majestic giant birds, populate the Aether in three different colours: Blue, White and Black. Wild Moas cannot be tamed, but they do occasionally drop eggs of their respective colour. These eggs can be incubated with the Incubator block (using Ambrosium Torches). Once incubated, they can be fed with the Aechor Petals of Aechor Plants. They require 8 petals in total to grow, but are not always hungry and will occasionally refuse your offer (which can be done by right clicking them with the Aechor Petal). When grown, you have now completely tamed the Moa, and a saddle can be placed on their backs to ride. Blue Moas can perform 3 mid-air jumps, White Moas can perform 4 mid-air jumps, and Black Moas can perform 8 mid-air jumps.

Flying Pigs can also be found wandering around the Aether, and occasionally flying freely through the air. These creatures can be saddled with a Saddle, and flown around without having to deal with a taming process. This allows players to quickly hop into the action. However, Flying Pigs can only jump once, and do not have the privilege of mid-air jumps like the powerful flying Moas.

The Portal to the Aether is made out of a Glowstone Frame, and can be activated with a Bucket of Water!

New Accessory System:

We've implemented an entirely new "Accessories System" for the mod. This will include 8 entirely new slots to customize your character. Items such as Pendants, Rings, Gloves, Capes and even special Shields can be worn. Various "Miscellaneous Accessories" can also be worn in the two blank slots.

Above is an example of Accessory items being worn.

Pendants

Description: Pendants can be worn on your character with the new Accessory System. They are worn over the top of the players skin, so when Armour is worn it will be hidden. Gold and Iron Pendants are simply decorative accessories, but Zanite Pendants will increase your mining speed when worn. Zanite accessories slowly degrade when worn, and the more damage it takes, the faster your mining speed with increase. Zanite accessories also slightly increase your armour.

Rings

Description: Rings can be worn on your character with the new Accessory System. Gold and Iron Rings are simply decorative accessories, but Zanite Rings (like the Pendants) will increase your mining speed when worn.

Capes

Description: Capes can be worn on your character with the new Accessory System. They are worn on your back and can be seen very clearly when in third person mode. Normal "Swet Capes" (image above) are simply decorative, but one particular Dungeon Reward (which is a cape) has a very useful ability.

Gloves

Description: Gloves can be worn on your character with the new Accessory System. They are worn on your hands and can also be seen in first-person view. These provide extra protection for the player, and with some special armour sets, are required to activate the "Set Ability".

New Blocks:

Aether Dirt

Description: Aether dirt is the basic dirt in the Aether, and will grow into Aether Grass when exposed to sun light. It is much easier to mine than normal dirt found on the surface.

Skyroot Logs

Description: Skyroot Logs are the main base of Skyroot Trees. They provide the basic essential for your Aether adventures, and can be crafted into four Skyroot Planks.

Skyroot Leaves

Description: Skyroot Leaves are the "Leaf" blocks of Skyroot Trees. On chance, they will drop a Skyroot Sapling to replant.

Golden Oak Logs

Description: Golden Oak Logs make up the base of Golden Oak trees. They are embedded with Golden Amber, which can be used to craft very powerful Golden Darts.

Description: Golden Oak Saplings are occasionally dropped from Golden Oak Leaves. They can be replanted into Aether Dirt to regrow a Golden Oak tree.

Skyroot Planks

Description: Skyroot Planks can be crafted from Skyroot Logs. They can be used to craft Skyroot Sticks and from there, Skyroot Tools.

Holystone

Description: Holystone is the common stone block in the Aether, and can be used to craft Holystone Tools.

Mossy Holystone

Description: Mossy Holystone is a rare Holystone block that can be found at the base of an Aether Dungeon entrance.

Cold Aercloud

Description: Cold Aercloud is a very common type of Aercloud found in the Aether. Long strips of them can be found in the formations of clouds. They have very strange properties; while sometimes they will prevent fall damage, other times they will not. Use them wisely, but be wary when falling from large heights. They can also be crafted into Cloud Parachutes.

Blue Aerclouds

Description: Blue Aerclouds are slightly rare than Cold Aerclouds, and bounce mobs when coming into contact.

Gold Aerclouds

Description: Gold Aerclouds are the rarest type of Aercloud. Alone they do not have any special properties from normal Cold Aerclouds, but they can be crafted into Golden Parachutes which have 20 uses rather than the normal 1.

Quicksoil

Description: Quicksoil can be found on the sides of islands. When mobs walk on it, their movement speed is increased. However, it takes a while to build up speed. These can be both a good block to abuse its speed, but also a dangerous block to come into contact with.

Icestone

Description: Icestone can be found in large chunks, usually on the sides of islands. One placement, they will freeze all water and lava sources around it.

Ambrosium Ore

Description: Ambrosium Ore is a common block found in the Aether. It drops Ambrosium Shards, which can be used for Torches, fueling Enchanters, and even healing.

Zanite Ore

Description: Zanite Ore is slightly rarer than Ambrosium Ore, and can be found on the sides of islands. Zanite Gemstones are dropped from these ore blocks, and can be used for a variety of recipes (including Zanite Tools and Zanite Armour).

Gravitite Ore - Enchanted Gravitite

Description: Gravitite Ore is the rarest ore-type in the Aether, and can be enchanted into "Enchanted Gravitite" blocks. Gravitite Ore, by default, will float up into the air. However, Enchanted Gravitite only floats up into the air when powered with redstone. Enchanted Gravitite is required to craft powerful Gravitite Tools and Armour.

Pillar

Description: A decorative Pillar block found on the outside of Silver Dungeons.

Pillar Top

Description: A decorative Pillar Top block found on the outside of Silver Dungeons.

Ambrosium Torch

Description: Ambrosium Torches are like regular torches, just crafted with Skyroot Sticks and Ambrosium Shards instead.

Enchanter

Description: Enchanters are a new type of tile entity which can be crafted. They require Holystone blocks and one Zanite Gemstone to craft. By default, it uses Ambrosium Shards as fuel, and can repair damaged tools or items; the more damaged the tool is, the more fuel it requires. It can also enchant a few existing items into more powerful versions.

Incubator

Description: Incubators are a new type of tile entity which can be crafted. They require Holystone blocks and one Ambrosium Torch. By default, it used Ambrosium Torches as fuel, and can incubate Moa Eggs into Baby Moas.

Locked Chest

Description: Locked Chests are found in Dungeons, and cannot be broken. To acquire their rare lot within, you must obtain a key from the Dungeon Boss.

Dungeon Stones

Description: Decorative blocks found within the Aether Dungeons.

Dungeon Lightstones

Description: Decorative blocks found within the Aether Dungeons which radiate a small amount of light.

Aerogel

Description: A slightly transparent block which is resistant to all explosions.

New Items:

Skyroot Stick

Description: Skyroot Sticks are used for several different crafting recipes. They are crafted with Skyroot Planks.

Ambrosium Shard

Description: Ambrosium Shards can be obtained from Ambrosium Ore blocks. Not only are they used for crafting torches and fueling Enchanters, they can be used as healing items as well.

Zanite Gemstone

Description: Zanite Gemstones are found from the Zanite Ore blocks. They can be used to craft a wide variety of items and blocks (including Enchanters, Zanite Toolsets, and Zanite Armour).

Cloud Parachutes - Golden Parachutes

Description: Clouds Parachutes are items which can be used to safely fall from the Aether. When you transition from the Aether to the Surface (upon falling) the Parachute will automatically activate and drift you down safely. These parachutes are a one use only, and can be manually activated as well. Golden Parachutes do the same, except have twenty uses.

Moa Eggs

Description: Moas, peaceful and majestic giant birds, populate the Aether in three different colours: Blue, White and Black. Wild Moas cannot be tamed, but they do occasionally drop eggs of their respective colour. These eggs can be incubated with the Incubator block (using Ambrosium Torches). Once incubated, they can be fed with the Aechor Petals of Aechor Plants. They require 8 petals in total to grow, but are not always hungry and will occasionally refuse your offer (which can be done by right clicking them with the Aechor Petal). When grown, you have now completely tamed the Moa, and a saddle can be placed on their backs to ride. Blue Moas can perform 3 mid-air jumps, White Moas can perform 4 mid-air jumps, and Black Moas can perform 8 mid-air jumps.

Golden Amber

Description: Golden Amber is used to craft Golden Darts, and can be obtained by harvesting logs from a Golden Oak tree.

Aechor Petal

Description: Aechor Petals can be obtained from poisonous, purple Aechor Plants, and are used to create Poison Dart Shooters and feed Baby Moas.

Dungeon Keys

Description: Dungeon Keys can be obtained by their respective Bosses. They are used to open the locked chest, which contains the Dungeon's rare loot.

Blue Music Disk

Description: Blue Music Disks can be obtained by enchanting a Green or Gold Music Disk. It will play a new song by author Noisestorm.

Darts

Description: Golden Darts can be crafted with Golden Amber, Skyroot Sticks, and Feathers. Additionally, you can enchant and poison these Golden Darts. Poison Darts are not affected by gravity, making it great for sniping down far-distance enemies.

Dart Shooters

Description: Dart Shooters can be crafted with Skyroot Planks and a Zanite Gemstone. They can also be enchanted to shoot Enchanted Darts, and combined with an Aechor Petal to shoot Poison Darts.

Skyroot Toolset

Description: The Skyroot Toolset is the weakest Toolset in the Aether. However, it has one of the best side-abilities, which is to gain double-drops from the blocks they mine and the enemies they kill. The double-drops cannot be abused though, as the Toolset will only return double drops from Generated blocks that have already existed in the world. You cannot place a dirt block and then mine it to get double drops, as it is NOT a generated block, it is placed by the player.

Holystone Toolset

Description: The Holystone toolset is slightly more powerful than the Skyroot Toolset in terms of strength, and occasionally drops an extra Ambrosium Shard upon mining a block or attacking a mob.

Zanite Toolset

Description: The Zanite Toolset is the second most powerful toolset, and has the side-ability of getting stronger the more you use it.

Gravitite Toolset

Description: The Gravitite Toolset is the strongest toolset. Normal harvesting tools can right click their respective blocks to make them float up, while the Gravitite Sword can launch mobs in the air when attacking.

Skyroot Buckets

Description: Skyroot Buckets can be crafted with three Skyroot Planks. They can collect Milk and Water, but not Lava. They can also collect poison from Aechor Plants, and those Poison Buckets can be enchanted into Remedy Buckets to heal your poison side-effects.

Lore Books

Description: Lore Books can be used to reveal more information about an item or block. Just right click while you have one in hand, and place an item or block in the slot. There are three volumes: One for the Surface, Nether and Aether. The Aether volume can be obtained when you first join the Aether. The rest can be obtained in Dungeon chests.

Victory Medal

Description: Victory Medals are items which can be obtained by defeating Valkyries, protectors of the Silver Dungeon. They are used to prove your skills in fighting to the Silver boss.

Zanite Armour

Description: Zanite Armour has the strength of Iron, but gets stronger the more it is damaged.

Gravitite Armour

Description: Gravitite Armour, when fully worn (with Gloves as well), will give you very high jumps. It will also prevent all fall damage. It are as strong as Diamond Armour.

Dungeons:

Dungeon Rewards

Description: Above are all the Dungeon Rewards you can get. For the sake of surprise, I will not name or describe any of the rewards, so that you can get the best experience possible when looting Dungeons. You will get better rewards depending on what type of Dungeon you conquer. The blocks which make up a dungeon cannot be mined until the boss within is defeated.

Bronze Dungeon

Description: Bronze Dungeons are the easiest of the Dungeons to defeat, but are still challenging and yield very powerful rewards. The Boss within cannot be harmed with swords or projectiles, but instead requires a PICKAXE to defeat.

Silver Dungeon

Description: Silver Dungeons are slightly harder than the Bronze Dungeon, and contain slightly more powerful rewards. These Dungeons are found in the skies as great temples, and are guarded by the humble natives of the Aether; the Valkyries. They will not fight you unless provoked, and honor a fair fight. Beware: not every chest is as it seems.

Gold Dungeon

Description: Gold Dungeons are the hardest Dungeons to defeat, and contain the most powerful rewards and items in the mod. Unlike other Dungeons, the Gold Dungeon does not have any defenders leading up to the Boss; the Boss greets you as soon as you enter the Dungeon. This Dungeon can be found in giant floating mountains with a collection of Golden Oaks on the mountain's top. This Boss in particular cannot be harmed with any item in the game; you must figure out a way to defeat it once you confront it.

- Hozz (for helping me with some Sprites)
- Firehazurd (for the idea of flying whales and moas)
- GreyAcumen + Community (for the idea of the Aether!)
- Kanza and Divinux for the alternate support banners.

MCEdit is an open source world editor for just about any version of Minecraft. MCEdit was first created to allow players to preserve anything built with several old versions of Minecraft and take them forward into newer versions of the game. It also aims to be forward-compatible with future (or even modified) versions of Minecraft. It has since been improved with brush tools for laying down blocks in different shapes, integration with the Minecraft Server to generate terrain using Minecraft’s own seed algorithms, support for multiplayer worlds, and editors for certain blocks including chests and mob spawners.

To get an idea of what MCEdit can do, just watch this tutorial/walkthrough by a famous mapmaker:

To download the latest MCEdit or report any problems you may have, head over to theofficial site. You can find downloads and other helpful links on the left sidebar, and news about the program's development will be posted regularly. If you want to share MCEdit, please only link to the official site at http://www.mcedit.net/. Don't upload MCEdit to a file sharing site or post links to the direct downloads. If you downloaded MCEdit from a site other than mcedit.net, I do not recommend using it.

MCEdit is continually under development. If you want to help, the simplest thing to do is download one of the "development" builds from the download page and play around with it. Post in this thread or on the issue tracker on GitHub if you find anything wrong. Be sure to include version (and build) numbers or your report won't be very helpful. Click on the Report an Issue link to find out what is needed for a helpful problem report.

A brief Frequently Asked Questions list is maintained on github. If your question isn't answered there, go ahead and post in this thread. If you think it should be included in the FAQ, just say so!

Features:

Navigate the world using familiar WASD controls and mouse aiming.

Show the locations of dropped items, game entities including monsters and villagers, hidden ores, plus blocks with TileEntities and other Minecraft internals.

Load saved games from current Minecraft versions, plus the older Classic and Indev versions.

Limited support for Minecraft Pocket Edition saved games

Export blocks and game entities as a .schematic file to be imported by MCEdit or compatible programs.

Double-click on a chest to change its contents, or double-click on a mob spawner to choose what spawns.

Brush tool “paints” blocks in a round, diamond, or square shape with configurable size. Different brush modes will add new blocks, replace blocks, alter the top layer of the terrain or wear it down to smooth out rough objects.

“Paste” brush allows you to import an object with a single click.

“Flood Fill” brush will change all blocks that form a connected mass.

Clone tool makes a copy of blocks and entities, optionally making multiple clones in a line or scaling the copy up or down.

Clone and Import tools can rotate an object around any axis, or flip it horizontally or vertically.

Move the world’s spawn point, automatically removing blocks to make sure the spawn point is acceptable to Minecraft.

Move and rotate any player in a single- or multiplayer world.

Expand or contract the world’s size by adding or deleting chunks. Chunks are the basis of Minecraft’s “infinite” saved game format.

Create new worlds or add chunks to existing worlds. The Minecraft Server can be harnessed to create natural terrain that meshes with the world’s existing seed. Flatlands can also be created at any height.

“Analyze” feature counts the block and entity types in a selected area, optionally saving them to a .csv file.

Maintenance commands can delete all blocks, entities, or chunks in a selected region. This is useful for getting a “corrupted” world back into a playable state.

Custom item textures! Better Glass! More transparency options for glass textures. Better Skies. Add your own textures to the day and night skies. Many options for fading and blending.Connected Textures. Custom Colors mod. Texture pack authors can now customize many colors in the game including swamps, lighting, and more. See Misa's texture pack for examples.Balthichou's RandomMobs mod. Extended animation, mipmapping, and font support. Ability to load other mods like ModLoader. See "Installing other Mods" for details. Ability to save and load mod profiles and switch between them easily. Also organize your mods by the Minecraft version they go with.

Notes and Recent Changes:

Updated to 1.8.4. Note: Some features such as Better Glass are not yet implemented in 1.8. New biome colormap format. Custom item textures. Show different textures based on item damage, stack size, and NBT data. Custom enchanments and armor model textures are also supported. Compatible with Forge, FML standalone, and LiteLoader.

Downloads:
Ad links are available for those who wish to support this project. Or you may donate via paypal:

Basic Instructions:[list=1]
[list]
Download the correct version of the patcher for your OS.Double-click the patcher. You should see this:
If the wrong Minecraft version is shown (1.6.1 instead of 1.6.2 for example), use the right-hand dropdown box to select the proper version.If you would like Better Grass (full grass texture on the sides of grass blocks next to other grass blocks), select the Options tab, scroll down to Connected Textures, and check the box next to Better Grass.Click Patch.Close MCPatcher and start the game normally. Ensure that the patched profile (e.g., MCPatcher, not your username) is selected in the game's launcher. Or click Test Minecraft to run Minecraft without logging in (single-player only).[/list]

Installing non-Forge Mods with MCPatcher:

NOTE: Some of the screenshots below are out of date. The process remains the same, however.

Use MCPatcher to manage other mods as well. This is not only more convenient, it ensures maximum compatibility between MCPatcher's features and other mods. Note that mods must still be compatible with the version of Minecraft you are running. MCPatcher does not and cannot do anything to make mods work with any version of the game other than the one they were written for.[list=1]
[list]
In the main patcher window, click the Add (+) button.Select the zip file containing the mod you wish to apply. In this example, we'll use ModLoader.
Click Ok.Next a window showing the list of files that will be added will appear. This is mainly informational. Confirm that the right files are listed and click Ok.
The main patcher window should look like this now:
Now we're going to add a second mod, Better Than Wolves. This will illustrate two important things: How to add just a subfolder from a mod and how to resolve mod conflicts.Click the Add (+) button again.Choose the BTW zip.
Since there are multiple subfolders to choose from, the subfolder window appears. If you blindly add everything from the zip, it will not work. Instead, select the MINECRAFT-JAR folder and click Ok.
Next the list of files to be added is shown. Notice this time how files are being copied from the MINECRAFT-JAR folder into the root of minecraft.jar.
Now we have a slight problem. Both ModLoader and BTW contain vl.class. If you try to patch at this point, you will get a warning about the conflict.
You can ignore this warning and patch anyway. Or you can fix it by removing vl.class from ModLoader. Double-click ModLoader and the list of files will appear again. Select vl.class and click the Remove (-) button. Note: Doing this does not change the original ModLoader.zip file, only the list of files that will be copied from it.The file list should now look like this. Click Ok.
The main patcher window should look like this:
Click Patch and run the game![/list]

(New) Installing Forge, FML, and/or LiteLoader with MCPatcher:

The process for installing Forge/FML/LiteLoader is different.
[list=1]
[list]
Close MCPatcher for these first steps.Download the Forge/FML/LiteLoader installer for the corresponding version of Minecraft.Run the installer as usual. If using LiteLoader and you want to chain to Forge, select the appropriate option in the LiteLoader installer.Start the launcher and run the game once with the Forge/LiteLoader profile just created. This will ensure the necessary libraries are downloaded.Close the game and start MCPatcher.From the Game Version drop-down menu, choose the Forge/LiteLoader version that was just created. For example, 1.6.2-Forge9.10.0.804 or LiteLoader1.6.2.For Forge or FML, an extra entry will appear in the MCPatcher mods tab, but nothing extra will be added for LiteLoader. This is normal.Click Patch.Click Test Minecraft, or close MCPatcher and run the launcher, making sure that the correct profile (e.g., MCPatcher) and version (e.g., 1.6.2-Forge9.10.0.804-mcpatcher) are selected.[/list]
NOTE: FML will produce many errors during startup complaining about binary discrepancies. These are due to the fact that FML and MCPatcher modify the same classes and can be safely ignored.

FAQ / Troubleshooting

My virus scanner says the patcher has a virus!

Some scanners detect WS.Reputation.1. It is a false positive that can be ignored. WS.Reputation.1 isn't so much a virus as it is the scanner saying "This file is new, so I don't trust it." See this post by shinji257 for more information.

Extended HD or one of the other mods is greyed out.

If you install mods by hand before running the patcher, you may run into this problem. Start from a clean minecraft.jar instead and this shouldn't happen. Delete the bin folder in .minecraft and redownload it. Try patching again first without any mods. If that works, then add mods one at a time using the patcher as described above.

I want to use a texture pack created for Minecraft 1.5 with Minecraft 1.6.
Use the Convert Texture Pack options in the main menu to convert a texture pack to the new format. This replaces Mojang's TextureEnder.jar and converts MCPatcher-specific features like CTM to the new format. The converted texture pack will be in the resourcepacks folder.

I installed XXX Mod using the patcher and now the game crashes.

Try using the Up/Down arrows in the patcher to apply mods in a different order. In my experience, putting other mods before Extended HD, etc., (which is the default behavior) works better, but you can also try moving them after.

I tried installing XXX Mod both above and below the built-in mods, and it didn't work.

If you tried installing both ways and it didn't work, then you're out of luck. You'll have to choose between MCPatcher and the other mod. Unless the source code for the mod is available, I probably won't be able to fix the incompatibility.

All this patching, repatching, installing, and uninstalling mods has made a mess of things. Now I just want to start fresh.

Open the .minecraft/versions folder and delete the -mcpatcher folder.

The "Open Resource Packs Folder" button in the game doesn't work. / Where do I put my resource packs?

Navigate to the appropriate folder for your OS. The resource folder will be in there.
[list]
Windows XP - C:\Documents and Settings\\Application Data\.minecraftWindows Vista/7 - C:\Users\\AppData\Roaming\.minecraftMacOS - From your home directory, go to Library -> Application Support -> minecraftLinux - ~/.minecraft[/list]
As a shortcut, in Windows, you can also press Windows key+R, then type %APPDATA%\.minecraft\resourcepacks and hit Enter.

Multiplayer does not work / Achievements are not saved / I get the "Unlicensed copy or logged in from another location" message when using the Test Minecraft button.

That's because the Test Minecraft button does not log in. It is useful for testing that the patcher worked, but if you want multiplayer or achievements, use the normal game launcher.

Does this work with version x.y.z of Minecraft?

Unlike most mods, MCPatcher is designed to be version-independent. It should work across multiple versions of the game, only breaking compatibility when there is a major change. MCPatcher 4.x should work with any 1.6-or-newer release. MCPatcher 3.x is for 1.5, and 2.x is for earlier versions. Before breathlessly posting to ask when MCPatcher will be updated, just try running the version you have. Most of the time it will work as-is and you'll save yourself some unnecessary waiting.

I have a different problem not mentioned here.

Before posting, please Google for "mcpatcher other keywords site:minecraftforum.net" to see if your question has already been answered. If you do post, please include the log in your post as well. The Copy To Clipboard button puts code tags around it so all you have to do is paste it into your post.

Connected Textures (sample ctm .properties)
MCPatcher offers a greatly enhanced version of the Connected Textures Mod. In addition to connecting blocks to their neighbors in various ways, MCPatcher supports random, repeat, and fixed methods. Any of these methods can be applied conditionally by block ID, tile name, metadata, face, biome, or height.

CTM properties files and supporting textures are in the ~/ctm folder. Each properties file represents one block or tile override and contains a method, some supporting textures, and optional conditions like metadata or face. Multiple properties files can affect the same block or tile, but only the first matching one (in alphabetical order by filename) will be used. Files in ~/ctm can be organized into subfolders any depth. The subfolders are simply to make organization easier; MCPatcher doesn't care about their names.

The tiles must be separate png files in the /ctm/myglass directory following this pattern:The image above shows the pattern of the 47 tiles. In your texture pack you must provide 47 separate image files, not just a single tilesheet.

Horizontally-connected CTM follows this pattern. Again, use 4 separate images, not a tilesheet.

Vertically-connected CTM follows this pattern:

Horizontal+vertical and Vertical+horizontal (method=h+v and v+h respectively) combine the two, favoring one over the other. Each requires 7 tiles. Template, courtesy of Misa, here.

A CTM rule can act on the output of another CTM rule. Just use the full path of the first CTM tile in the second's matchTiles property. Here's how to create randomized horizontally-connected bookshelves:

Colored glass is made with two textures, one for the frame and another for the glass part. Due to a limitation of the game's renderer, the glass part will disappear when it is behind another translucent texture like water or ice. However the frame will remain visible, which is a decent compromise.

The renderPass property specifies when the block should be rendered. Each render pass has different properties:
[list]
0: Normal, solid blocks. Virtually all blocks use this rendering pass. Only on/off transparency is supported.1: Existing translucent blocks (water, ice, etc.).[/list]
Better Glass adds two new rendering passes:
[list]
2: Same as pass #0 but with backface culling disabled. Again, only on/off transparency is supported. If you find it unsettling to see only the front faces of a supposedly transparent glass block, use this render pass to make all six visible.3: Extra pass with full alpha support. Will be hidden when rendered behind water, etc., from pass #1. The blending method can be changed in renderpass.properties.[/list]
The rendering passes happen in this order: 0, 2, 1, 3. Note that the glass block uses render pass 2 for its frame but the glass pane does not. If you use 2 with the glass pane you will see z-fighting because the game puts the two sides of the pane at the same coordinates.

As you may have guessed, Better Glass can be used with any block that supports CTM by adding the appropriate entries to their properties files. One limitation is that the properties must be based on block ID rather than tile name. Also keep in mind that the render pass is applied to all blocks with the same block ID. Render pass 2 replaces render pass 0, so if you assign, for example, stone slabs to render pass 2, then you must have CTM rules covering all slabs (block ID 44) for render pass 2. Otherwise the other slabs will be invisible.

Better Skies (sample sky.properties, skybox template)
Tired of the default starfield? MCPatcher supports fully customizable skyboxes! Multiple skyboxes can be layered together using several blending methods and set to fade in and out at certain times of the day.

Each "layer" of custom sky must have a .properties file located at ~/sky/world0/sky.properties. In it you specify a texture (default: ~/sky/world0/sky.png), the time of day the texture should fade in and out, and a blending method (default: add). Various blending methods are available: add, subtract, multiply, dodge, burn, screen, and replace. See the sample sky.properties file for more options.

The skybox texture is mapped onto a rotating cube around the game world. The texture can be any size but must have 2 rows of 3 tiles. The template shows how the six tiles on the texture map to faces of the skybox. This orientation is taken at noon in game time, so the sun is drawn in the center of the top face and the moon in the center of the bottom face. This means that a custom starfield should have whatever you want to be directly overhead on the bottom face.

Better Skies works only in the overworld. The Nether and The End are not supported.

All files related to CIT are in the ~/cit folder. Like CTM, files can be further organized into subfolders. An optional cit.properties file specifies global behavior of CIT, particularly with how multiple custom enchantment effects are handled.

The bulk of CIT behavior is defined in multiple properties files within the ~/cit folder. Each properties file lists a type (item, enchantment, armor); some criteria for when the replacement should happen based on item ID, damage, etc.; and one or more replacement textures. If multiple files match the same item, the one with the highest weight property takes priority.

CIT type=item defines a simple texture replacement. The game uses a custom texture instead instead of the default one in textures/items. Replacement textures can be animated using Mojang's .mcmeta format. For items with more than one texture (bows, potions, spawner eggs), specify all the replacement textures in a single properties file:

# Wrong - will show the same texture when the bow is pulled back<br>texture=my_special_bow_standby<br># Correct - separate textures for each bow state<br>texture.bow_standby=my_special_bow_standby<br>texture.bow_pulling_0=my_special_bow_pulling_0<br>texture.bow_pulling_1=my_special_bow_pulling_1<br>texture.bow_pulling_2=my_special_bow_pulling_2<br>

CIT type=enchantment replaces the default glint effect. Different enchantments can be given different textures based on enchantment type or level or both. If an item has multiple enchantments, the effects can be blended together or cycled. If no custom enchantment is found for an enchanted item, the default enchanted_item_glint.png is used. This can be disabled by setting useGlint=false in the global cit.properties file.

CIT type=armor replaces the armor texture shown in third-person view and on other players. Each armor type has two textures except for leather which has four. Use the same syntax as with the bow example to replace multiple textures:

There is an alternate method for replacement textures for potions. Rather than dealing with the complexities of damage values for potion types, there is a simpler filename-based method you can use instead. No properties files are needed to use this method, only a png file with the proper path. See the section at the bottom of the template cit_single.properties file for details.

Settings, including the list of enabled mods and files to include, are saved to mcpatcher.json in the .minecraft folder. The format should be self-explanatory for those familiar with json.

From the main patcher window, you can also
[list]
enable or disable individual mods by checking/unchecking them,edit a mod by double-clicking it,remove altogether a mod you previously added by selecting it and clicking the Remove (-) button, andchange the order in which mods will be applied using the up and down arrows.[/list]

If you are curious about the actual bytecode changes MCPatcher makes, use MCP to decompile a patched minecraft.jar.

About this pack:
This pack was originally to appease my insatiable hunger toward making this game as realistic as possible. What started as a compilation of other mods became a new texture pack of it's own.

DONATE!!!!

Donations are more than welcome. I'm going to remove the Adfly links entirely so donating will simply help pay for the Mediafire pro account. =)

IMAGES: (Put them in spoilers for the sake of this page loading faster)

Downloads:

(16x16) DOWNLOAD LINK:
The default Minecraft resolution. I'm going to work on this quite a bit to make it look better. Again, only created out of personal request. =)
Mediafire Link 1.6: Latest Version
Medaifre Link 1.5: Version 1.5

(32x32) DOWNLOAD LINK:
I had a few personal requests to do these lower resolution textures. They still need heavy refinements but still came out pretty decent with the downsampling. I won't be doing compressed versions of these since it would simply be redundant.
Mediafire Link 1.6: Latest Version
Mediafire Link 1.5: Version 1.5
RapidShare Link: http://adf.ly/22TnX (Not to 1.5 update yet)

(64x64) DOWNLOAD LINK:
For those who aren't capable of running the other HD packs, but are still a loyal fan or just love their fps more than visual effects.
Mediafire Link 1.6: Latest Version
Mediafre Link 1.5: Version 1.5
RapidShare Link: http://adf.ly/1l2IB (Not to 1.5 update yet)
Compressed Version: http://adf.ly/1l2FG (Not 1.8 Compatible)

(256x256) DOWNLOAD LINK:
This is probably my best work of art. It's was a continuation off of nickhimself's 256 pack from way back in the day when it never seemed possible.
Alternative to Adfly: Latest Version
Mediafire Link 1.6: Latest Version
Mediafire Link 1.5: Version 1.5
RapidShare Link: http://adf.ly/1l2Ju (Not to 1.5 update yet)
Compressed Version: http://adf.ly/1l2HO (Not 1.8 Compatible)

LB RPG Pack:

DOWNLOAD LINKS:
This is actually an entirely new texture pack but I'm far too lazy to create a new thread. Please give constructive criticism as this is a really rough beta and I need helping finding the negative aspects.

Version 1.7.7 (10/12/2012)
-Updated to 1.3.1 textures
-GUI Additions
-Let me know if I missed something.
Version 1.5.6 (3/29/2012)
-Updated to 1.2.4 textures
-Fixed more wood textures to be more uniform
Version 1.1.5 (2/24/2012)
-Updated to 1.1 Minecraft (mostly LB placeholders)
-Updated the GUI
-Few textures improved to reflect theme (such as the door)
Version 0.9.0 (9/20/2011)
-Added 1.8 textures. Not all yet
Version 0.8.2 (8/17/2011)
-Added in some GUI. Compliments to Aageon for the base. =)
-Refined a few textures on the terrain.
-Next up is the HUD and finishing the terrain and wildgrass.
Version 0.7.6 (8/8/2011)
-Added in additional textures
-New animated fire texture. Takes more memory, but really looks nice
-Sand texture has a bit more life to it.
-Darkened the cobblestone slightly
Version 0.6.2 (7/29/2011)
-Added LBPR placeholders for liquids
Version 0.6.0 (7/29/2011)
-Terrain is about 50% finished
Version 0.5.2 (7/25/2011)
-Added more textures to the terrain.png
Version 0.4.6 (7/21/2011)
-Initial beta release few textures finished

CHANGE LOG (LB PHOTO REALISM):

Version 10.0.0 (7/16/2013)
-1.6 conversion. Temporary convert
Version 10.0.0 (6/11/2013)
-Fixed clock
-Fixed compass
-Added missing textures
-Tweaked metal blocks
Version 9.0.5 (3/30/2013
-New grass textures
-New dirt textures
-New sand textures (Not quite completed)
-New stone textures
-Quartz textures
-Redstone block added
-1.5 compatibility
-Missing a few texture for 1.5 still working on them
-New tall grass
-Fixed a few items such as flower pots and nether bricks
Version 8.5.4 (12/27/2012)
-Added latest textures for the terrain.png
-Updated items.png to latest items
-Updated particles.png
-Added the new GUI
Version 8.0.0 (8/19/2012)
-Added in the various GUI for MC 1.3
-Updated Terrain.png to 1.3
-Updated Items.png to 1.3
Version 7.8.2 (3/29/2012)
-Added in 1.2.4 wood textures
-Fixed missing jungle sapling
-Fixed default cat texture
-Food bar no long default
-Added in the new sandstone blocks
-Added new stone circle block
Version 7.6.1 (3/2/2012)
-Added the 1.2 textures. Some are currently unused in the game so they are default.
-New mobs (done by Misa with her permission)
Version 7.5.0 (1/29/2012)
-Added 1.1 textures (such as language button)
-Dragon egg texture added
-Fixed issue with default items in x128 and lower resolutions
-Book texture added
-HD font added
Version 7.2.0 (12/25/2011)
-Added in watermelon vine texture
-Fixed mission boss health and added new texture
-Updated the items.png removing default placeholders
-Added additional particle textures
Version 7.0.0 (12/5/2011)
-New Netherbricks
-Ender portal textures added
-New Gravel texture (finally!)
-Fixed the chest textures for lower resolutions
-Added the alchemy stand
-Updated to Misa's current mobs
-Items.png update again by DaBiggman.
-Hardcore health bars placeholders for now.
Version 6.9.2 (11/6/2011)
-Added many 1.9pre5 textures
-Added fan-made items.png. Kudos DaBiggman!
-New 1.9 GUI added.
-Fixed many small issues with textures
-Phases of the moon. (Not sure if this is in 1.9 yet. I didn't test it too much)
-Updated the mobs to 1.9 with Misas mobs. Be sure to thank her and maybe download her pack. I do.
-Next update is coming fairly soon and will include some pleasing esthetically pleasing improvements such as importing the clay from the RPG pack and a new gravel which looks really nice thus far.
Version 6.6.8 (10/3/2011)
-More textures added to the items.png. Contribution of DaBiggman again.
-Tweaked the side grass for better depth
-Added some more 1.9 textures to the terrain
-Many 1.9 placeholders to be removed this week.
-1.9 is entirely "playable" with this update. Comment any issues or things I've missed.
Version 6.6.2 (9/20/2011)
-Updated the items.png with some fan made textures. Thanks to DaBiggman!
-Fixed the mushroom mistake
Version 6.5.0 (9/13/2011)
-Made it 1.8 compatible. Unfortunately, many placeholders.
-New watermelon texture
-Hopefully my final version of vines added
-All types of bricks
-Mushroom (not used???)
Version 6.3.5 (8/25/2011)
-GUI overhaul. Hopefully much easier on the eyes. ;D
Version 6.2.0 (8/11/2011)
-Minor graphical glitches
-New animated fire texture which looks SO much better. ^^
Version 6.1.0 (7/19/2011)
-Touched up on many graphical glitches
-Polished very few of the textures in the lower resolutions
-Sorry for the lack of updates, the x512 is taking a huge amount of my time
-Everyone should post issues that need fixing. I will try to respond and fix them in the next update.
Version 6.0.5 (7/10/2011)
-Half-assed fixed the clock. I have to go through each resolution individually and fix it each pixel for it to work properly.
-Slightly changed the hue of the glowstone
-Added wildgrass support back into the terrain.png
-Compressed Versions finally updated to 6.0.5. Disregard the version in the .zip. I forgot to update the text.
Version 6.0.0 (7/8/2011)
-Added x32 and x16 resolutions out of person request. x32 came out pretty well, actually.
-Fixed the graphical glitches in the sign/bread, lever, and redstone dust
-New gold/iron blocks with bolted edges
-New glowstone texture. I may switch this out if no one likes it
-Added the old glass texture back
-Additions to the items.png such as new sign, canvas, and watch
-I will add back in the wildgrass tonight. I'm short on time and can't do it right now.
Version 5.5.2 *Hotfix*
-Fixed cake texture
Version 5.5.1 *Hotfix*
-Fixed bed issue
Version 5.5.0 (6/30/2011)
-Changed some textures around in the items.png
-Updated to 1.7. I'm using some placeholders in the mean time.
Version 5.3.5 (6/10/2011)
-ADDED A CAKE TEXTURE!!!
-That's pretty much download worthy, right?
-New door textures thanks to Blizzard (User not the company)
-Added a new wood texture
-Tall grass refined. Hopefully able to differentiate with wildgrass. It may be difficult with the x64 pack. I'll work on that.
Version 5.0.4 (6/1/2011)
-Finished up with texturing the crops
-Worked on optimization of texture sizes. Future updates will have more
-Had to post a quick fix because too many people are downloading the old one.
HOTFIX:
-I messed up with the downscaling filters for the x128 and x64 so if you don't have the _01 attached, please redownload.
Version 5.0.0 (5/26/2011)
-Updated everything to 1.6. Some Misa placeholders
-Few texture tweaks.
-Stone tiles better
Version 4.5.1 (5/21/2011)
-Tree texture slightly browner in tint
-Glowstone fixed (Old one was missing a layer)
-New nether textures
-New dirt texture
-New snow texture
-Fixed "fancy" side grass
-Added new sprouts. I'm not entirely finished with the crops.
-Modified the glass texture
Version 4.4.6 (5/11/2011)
-New glowstone texture
-New iron/gold textures
-New glass texture
-Many alternative biomes under the "Alternatives" area.
-Fixed a few items in the items.png to be uniform with the new stone
-New iron armor texture (Took a huge amount of effort on this one)
-Modified the fire texture to a slower version
-Added Wild Caves mod support.
Version 4.2.2 (5/2/2011)
-Overhaul of minerals to blend in well with the new stone
-Added in a new fire animation
-New stone texture reflecting better realism
-Few graphical changes
-New glass textures (Not finished, but looks great)
Version 4.0.8 (4/27/2011)
-Fixed many issues with graphical errors on the clouds
-Few graphical changes such as dirt
-New boat texture
-Added in the less intense rain texture
-Messed with the grass and biomes again. Still not the perfect harmony, but certainly closer.
-Tweaked the GUI slightly. I'm still working on this, though so not completely finished.
-Found/fixed some graphical errors with the items.png
Version 4.0.0 (4/19/2011)
-Added in a massive amount of changes
-1.5 compatible with HD weather and saplings
-Revamped the Iron door and brought back in Nickhimself's old texture
-New leaf textures. I'm a little indifferent at the moment. Feedback please
-Added in a new GUI for the menus some are still loosely based off of Misa's and will change with time
-Perfected the new "fancy" biome compatible grass. It looks amazing now. ^^
-I did alot for this update and most likely missed something here.
Version 3.2.6/2.9.6 (4/9/2011)
-Changed around some textures in the terrain.png such as the iron block to become more seamless
-Tweaked existing textures such as grass to have less grain and the torches are a little more detailed
-New textures added such as mushrooms
-Wolves refined from Misa's to be less ugly. (Sorry Misa)
-Particles updated to HD
-More graphical errors fixed such as the black line above the diamond hoe.
Version 3.1.4/2.8.4 (4/1/2011)
-Fixed a few graphical errors
-Updated and made 1.4 compatible
Version 3.0.0/2.7.0 (3/25/2011)
-Fixed side grass
-Refined tools/weapons
-New items
-Tweaked some existing items
-changed some textures such as glowstone
-Arrows are now mine. ^^
-New biome plant
-New mineral blocks
-New roses
-Lapis Lazuli is a darker blue to reduce confusion
-I'm working on adding some new wildgrass currently
-New more realistic sun texture (Glad I know space art)
-Moon reduced in size to be more realistic
-Slight biome change and enhancement
-Leaves should "pop" more on trees
-Refined some existing items such as the diamond sword and axe
-Paintings borrowed from Adriorn until I can get a proper one made
-Tweaked the shading on the chests
These are the old 128x128 updates. Anything above this affects all packs (256 was lower down)
Version 2.9.0
-Added in unique HD items
Version 2.8.3
-Most of the pack is now uniform
-New water textures which tile extremely nice. Thanks Archer
-Small graphical changes to have better tiling
Version 2.7.0 (Getting Uniform) <---- I'm sorry for taking so long. I really am. =(
-Added many things to become more uniform with the 256x256 (See those updates)
-Fixed the texture pack for 1.3. These are not permanent changes and I would appreciate comments.
Version 2.0 (finally!)
-Major changes to the terrain.png to make it uniform with the 256x256 pack
-Added the new custom water
-New biome specific overhaul is present
-Removed the better glass mod link. Sorry fellas. =\
-Support with the 128x128 is not dead
Version 1.4.3
-Added a new Lava texture and refined the heat haze
-Fixed the particles.png so it is update with game
-Not too many big changes, mostly subtle and unnoticable
Version 1.4
-Lightened many things for a more enjoyable night time experience
-Added in compatibility with pwned's glass mod
-Added in my own lava textures that took hours up hours to make... never again...
-Fixed a few slight bugs with the items conflicting and causing graphical errors
Version 1.3.2
-Refined the cracking pattern a bit to minimize highlighting
-Revamped the arrow box because I love Mayan/Aztec culture
-Made some hd sandstone. Feedback welcome on the new block
-Made that blue stuff that I have no idea what it is for
-Ignored the fact that the cake is still blurry
-Enhanced the minerals slightly again
Version 1.2.8
-Fixed many uniformity issues including the clay and bricks
-Made an interesting looking arrows box...
-Attempted to enhance the my minerals by request. They should stand out more. Feedback is welcome
-Darkened the cobblestone slabs to fit the pack better
Post-release
-Fixed the strip missing from the pink cloth, thanks for copperdomebodha's good eye [Updated download link]
-Added many beta 1.2 features such as Aza's hd cloth
-Updated items to beta 1.2 using bumpmaft items for now
Pre-release
-Remodeled things such as the grass and dirt
-Remodeled the stone textures and minerals
-Fixed the little strip missing from the pink cloth [Updated download link]
-Added the 1.2 textures (Many are still copy paste of vanilla Minecraft)
-Updated the trees and gave them a different looking leaf
-Felt that mixing Sanguine with Minecraft Enhanced gave the wild grass a better feeling
-Remodeled the cracking pattern into a more hd version (Actually wasn't difficult)
-Minor bugs and graphical errors fixed
-Got enraged at the fact that making custom water is a pain in the and I've given up
256x256 Changelog:
Version 2.9.0
-Added in Unique HD items
Version 2.8.3
-Graphical fixes such as the red mushroom bar (No one noticed that???)
-Smoothstone is more seamless as well as grass
-Sand has a softer ripple effect and decreases distortion of textures in distance
-New water texture which completely eliminates distant distortions (Thank TheArcher for kicking my ass into gear to make a different texture)
-Thickened the pine tree texture
-Reskinned the bed to be seamless (Hard to notice due to improper lighting in-game)
-Sandstone is more flush with sand color now
-Ice should tile less obviously, but still needs work
-Wool colors more uniform with original MC
Version 2.7.0
-Changed the plowed dirt to be uniform with my dirt
-Updated the damn thing to 1.3 with HD bed and something to do with redstones
-Changed the sandstone to be a more uniform block. (Took top off)
-New bamboo texture
-Added in Misa's mobs because the pigs are less... creepy
-Revamped the glass to be less cluttered
-Added depth and enhancements to the minerals in preparation for GLSL optimization
Version 2.3.5
-Added Nickhimself's wooden door
-Updated GUI with lower res Aaegeon's. Boosts fps minimally
-Fixed the wool bugs. (I think)
-Tweaked Cactus and obsidian
-Small graphical fixes such as missing pixels in chest/furnace
-Made nickhimself's wood seamless and added it in
Version 2.2.8
-Placed some high res wool. (You swine) XD
Version 2.2.7
-Added in mipmapping mod compatibility
-Added in the items from the 128x128 pack with enhancements
-Unique wool is now available. Go punch some sheep. >:D
-New ice texture. I haven't fully tested this, so it might be a major letdown.
Version 2.0
-Massive overhaul of biomes and foliage
-Fixed a few graphical things that looked unsightly such as clay
-The new wildgrass is compatible using the old fashion method (Direct installation)
-Fixed improper tundra biome
Version 1.4.6
-Added Sandstone
-Tweaked the minerals
-Wood just seems broken.
-Added a new water texture. It's not 100% and needs critique
Version 1.3.1
-After hearing opinions on the beta I began work
-Added hell world stones
-Better gravel
-Enhanced the wood and fixed coal, which tiled horribly
-Minor tweaks on textures such as obsidian and wood
-Revamped many blocks to tile better such as the dirt

THINGS TO DO:
-Secrets... =)

Banner:
I decided it's about time that we spread some propaganda.
Put this in your signature if you wish to support this pack. ^^

All textures/artwork done in this texture pack (unless mentioned specifically below) are protected by a copyright and is NOT free to redistribute without permission from the original author (Scuttles). Please notify me before posting ANYTHING that includes textures that I have created.

Now, labeled below are artists that are currently still part of my texture pack and I currently have permission to use their work.

This texture pack utilizes MCPatcher's Connected Textures & Randomobs mods to a huge extent. If you want to use my extensive connected textures mod support, MCPatcher is required. Currently MCPatcher has a better CTM version than Optifine's. If you try and use CTM with Optifine ~C3 you're going to get a lot of bugs.

What is CTM? Words cannot do it justice, check out these pictures:

Notice

Regarding use of my work..

I get a lot of PMs about using my work so I thought I'd clarify some things. You're free to use my work in any video, server, map or project as long as I get full and clear credit with a link to my thread. This means you can do what you want with it, as long as it is only distributed with that project. I just ask that you don't use it in any public texture pack mix, edited or not. Please don't PM me about permission for things, because I'll tell you the same thing you just read.

Update [5/7/2012]: Send all your fan edits, old version textures and other stuff to Zakristone so he may add them to the customizer!

I update and overhaull my texture pack a lot. I encourage users to take backups before updating their texture pack, because things change and some people don't always like them. If you have any old old old versions, I even encourage you to post them because I'm terrible at keeping old versions. It's fun to look back at old textures!

(Builds are from WesterosCraft, an awesome server that's recreating Westeros from Game of Thrones.)

About
It's been almost a year since I released the first version of Revival. A lot has changed since then, pretty much every texture has been redone, including a general change in style overall. My pixel art skills are always improving so I can't guarantee the pack will look the same in another 6 months. My changes have been mostly well received though, so I hope you guys will continue to enjoy my work. If you do enjoy it, share it with your friends, family, family pets, strangers or acquaintences; I'd appreciate it!

I'm not done yet though, I will continue to update this pack for the forseeable future and I always have a todo.txt with 10 more things I need to update. My interest in Minecraft waxes and wanes, and with it, so does the speed of my updates. Stick with me though, because I'll put SOMETHING out, temporary or not.

Just for fun, I figured I'd write a little about the history of my texture pack career™.

In late 2009, I made a replacement leaf texture just because I was sick of the neon green leaves. This spiralled out of control as I realised there was always something I didn't like about another texture. This led to my first pack which I stupidly called SMP's Realistic. It wasn't realistic at all but HD textures weren't A Thing then and I was using colors pulled from photos.

Then someone figured out that you could make higher-res textures just by doubling the size of the texture file. The first thing I did was make a hideous photo realistic texture pack called 2Realistic (get it? GET IT?!). I canned that almost immediately though and made a regular 32x texture pack where everything ended up looking like a different colored sand. I called it...SMP's Texture Pack.

I'm not sure when it happened, but I made a really lazy 16x version of it for the Webhallen texture pack contest.

Around the same time, Doku released his first texture pack and it blew my mind. Actual pixel art, and it was awesome. I had the great idea to make a cartoony texture pack, and for the first time I ever, I didn't just abuse photoshop tools to ­ something out. Warning: the image below is terrible and will probably hurt to look at.

After some time I just gave up on Minecraft in general, discontinuing my pack and letting others take over it. For months I used a John Smith/DokuCraft mix pack I made, and around May '11 I decided to make a 16x mix pack too. It used textures from a bunch of different packs including painterly, quandary, eld and norsecraft. I don't have any pics of the original pack, but I do have this terrain.png from when I first started making my own replacements.

Then stuff and things happened, and this is the oldest version of Revival I can find. If you have an earlier version, please post it here so I can look back in nostalgia . Edit (5/21/12): Thanks to The Barinade for relinking the very first release of Revival! It's the second image below.

August 18th: ModLoaderMP updated only. I am still working on the mods, but I've been gone on business all week. It's a pretty big change so it may still be a couple weeks.

August 8th: Current status: overhauling ModLoaderMP to take advantage of the new architecture and then updating the guns mod. May take some time, there are enough differences that I even have to change the code to make the guns fire.

August 5th: ModLoaderMP 1.3.1 out! Let me know of any problems, there were some major changes in 1.3 and since my mods aren't updated yet there's been barely any testing. If you're a modder and you're sure it's a problem with ModLoaderMP send me a PM, it's hard to keep up with all the posts.

Also, GuiDisconnected changed and I need to take some time to re-fix it, so if you're booted for not having mods the string may go off the screen.

March 6: To fix deobf errors in MinecraftServer, just replace lines 514-551 with a }, basically after the System.exit(0); you should only have } (3 of them) until the end of the method.

SDK's Mods

DisclaimerEvery update of these mods will break all of your saves, your computer and your legs. If you do not take the proper precautions (BACK UP YOUR SAVES!) do not blame me.

Also, any questions that are answered in this post will be ignored, as well as any personal messages that could be posted in this thread.

NewsPlanned Features

Bukkit compatibility

Bow-like animation

Server Owners
If you want your server added to the server list, PM me with the following information.

Name

Mods used (with versions)

IP

Hamachi info (if necessary)

If the server is whitelisted

Information thread/website (only required if server is whitelisted, so people can get in touch)

Troubleshooting
If you're having problems, download this (windows only) and run it to see the error. If you post a problem that's related to an error without an error report, it will be ignored.

If you get the following error, follow the instructions here.
'java' is not recognized as an internal or external command, operable program or batch file

Common Problems

Problem: java.lang.NoClassDefFoundError: SdkInventoryPlayer
Explanation: I forgot to include that class in anything but the full download.
Solution: Redownload, I added them in.

Problem: java.lang.NoSuchMethodError: ModLoaderMp.RegisterNetClientHandlerEntity(Ljava/lang/Class;ZI)V
Explanation: Outdated ModLoaderMP version.
Solution: Download the ModLoaderMP that's in the same download section as the mods.

Problem: When you try to run the server, you get an "Error loading ModLoader config."
Explanation: No idea, it only happens on linux.
Solution: Run the following commands in the server directory.
sudo java -Xmx1024M -Xms1024M -jar /minecraft/minecraft_server.jar
sudo chown $USER ./server.log

Problem: mod_*.properties is corrupt.
Explanation: Your properties file is outdated.
Solution: Replace it with a new one, or compare it to a new one to see what you're missing.

Problem: When you try to run the modded client/server, you get a java.util.zip.ZipException.
Explanation: Not entirely sure why, but it sounds like the jar was corrupted by your jar editor. Apparently JZip does this.
Solution: Try a different jar editor? I use WinRAR.

Problem: Whenever you select a gun as the current item the game blackscreens* or starts to lag.
Explanation: Some computers have a problem with the ammo bar rendering code.
Solution: Set the option showAmmoBar to false in mod_SdkGuns.properties.

*If you run the troubleshooting .bat you should see a GL ERROR.

Problem: You get a packet error with the number 230 on the client.
Explanation: The client is not modded.
Solution: Install the client side mod on the client. If you already have, you did it wrong.

Problem: You get a packet error with the number 230 on the server.
Problem: You try to craft an item in multiplayer but can't take it out of the crafting box.
Explanation: The server is not modded.
Solution: Install the server side mod on the server. If you already have, you did it wrong.

Latest Changes

v1 Client

Fat barrel recipe changed again, now 3 on top, 3 on the bottom

Headshots!!!

Item rendering on ATV fixed

Fixed spawning near mooshroom island

Fixed plaque/grappling hook rope lighting

Guns now affect thin glass correctly

Oil bucket removed unnecessary sounds

v1 Server

Server now uses block ID properties

Parachute fixed

General Information

Single Player

Check the mod_*.properties files, they have lots of configurable options. .properties files are text files.

The jet pack is worn as a chest piece. Hold down jump while in midair to use it. It requires buckets of oil for fuel.

Laser wolves look like normal wolves but their eyes are teal. Right click them with a laser (carefully) and/or diamond breastplate to give it to them (after they've been tamed).

Don't right click a normal wolf with a laser, you'll shoot it in the face.

The ATV wheel recipe does not conflict with the planes wheel recipe. If you have planes installed, the ATV uses the plane wheels.

Press I on the ATV to access the guns menu.

Press space on the ATV to fire the guns.

The ATV can be repaired by right clicking it with a wrench.

The laser uses redstone dust for ammo.

The grappling hook activates when it lands on top of a block that is accessible from the direction you threw it.

Default key to reload is 'R', zoom is 'Z', use parachute is 'P', enable nightvision is 'N'.

Nightvision goggles are worn on the head, scuba tanks and parachutes are worn on the chest.

The lighter block lights on fire when power is applied to it.

Right click the cannon block with TNT to fill it up, max 15. Power it with redstone to fire.

The grinder block is fueled by diamonds for 64 uses each or iron for 8 uses each. It grinds flint (100% chance) and gravel (25% chance) into gunpowder.

Hardcore mode increases the maximum number of mobs.

The lightometer turns red when it's dark enough for monsters to spawn.

Multiplayer

The server and all the clients need the mods for it to work.

Doesn't work with any custom server software.

Creates a banned-mods.txt file in the server directory. If the client has any mods in the list, they will be booted from the server and told why. It matches the starts of the strings (e.g. putting "mod_" in the list will ban all mods).

Player and weapon spawners are the only things that can destroy player and weapon spawners. If blocksMineable is set to false, they're the only things that can destroy blocks.

Right clicking a weapon spawner with a spawner in your hand changes the item that's spawned.

If you have problems with the adf.ly links, check the old downloads section.

March 5: Now back in line with ModLoader. Camel casing now correct. Custom packet has array for doubles.
March 6: Bug fixes thanks to Noppes.
March 7: Note that on startup the server may say "ModLoaderMP 1.1 Initialized", but it is really 1.2.3

A selection of different custom maps for you to enjoy! Go and Combat the training and fight off some zombies, or play on Underworks, a new map in which you can battle with your friends on your server! These are a couple of maps, with many, many more to come!

The Mission is clear... your family has been eaten... only zombies remain. All the background storys start this way in this fun, violent map. The goal in all the missions it to get revenge the evil monsters that have pained you for years. The map features missions and tutorials that will help you to learn how to use SDK's Gun mod. And along the way have some fun doing it. (Thats what she said) This map will most certainly entertain you while teaching you how to use the mod to its fullesst potential.

You are a Navy Seal going through training. You will learn how to handle a weapon. Then Your General tells you that they have found a drug cartel camp. So they put into training for that. The military sets up a mob killing arena so you can kill real monsters if you like. They have also set up a training for everything such as scuba suit, nightvision, grenade and many more training arenas. A replica of the mission was set up for you to go through. They put wolves in your way during the training test. The military put up high grade sentrys that will not shoot but replicate a real monsters health. Good Luck Soldier!

Delay is in 20th's of a second. Rockets do 5 damage on direct hit plus explosion damage. Flamethrowers do 0.5 damage plus light the target on fire. The sniper rifle has no spread when fully zoomed in, 8 if you're not. *The Gatling gun is much less accurate and has a lot of recoil unless you're sneaking and stationary. **The M4 fires a burst of 3.

The new version brings ModLoaderMP back into line with ModLoader, or at least as much as possible without any breaking changes. The only immediately noticeable change should be that the server now calls the load() method. When 1.2 comes out, I'll update with the breaking changes (a couple methods have more arguments).

TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - Scott Sherin, original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.

1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.

2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.

3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.

4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.

No Lag and Simple Packs: An Experiment
So many people think that just because a texture is the same color, it'll make you get more FPS. This thread shows how that's nowhere close to true.

The Packs
For this experiment, I'll be using 6 different packs:
1x literal, a terrain.png on a 16x canvas, effectively making each texture 1 pixel.
1x on 16x canvas, a pack where each texture is one solid color, on a default 256x terrain.png.
16x normal, the default textures.
16x simplified, the default textures reduced to a few colors per texture.
64x normal, the default textures on a larger Terrain.png, making each pixel 4x the size.
64x simplified, the simplified 16x on a larger terrain.png.

The Experiment
Many simple packs claim that the lack of detail will increase FPS. There are also multiple packs that say they're 1x and that your FPS will be better because of it. I'll be showing how the claims are wrong and you'll get the same FPS no matter how much or little detail is added.

To do that, I'll be loading a pre-made area, using normal render distance, fast graphics, and standing in the same spot for about 1 minute, and screenshoting the F3 information for each pack.

The Results
1x literal:
In this pack, I got an average of 31-35 FPS.
1x on 16x canvas:
This pack gave me a little less FPS, averaging from 25-30.
16x Default:
This pack also gave me around 25-30 FPS.
16x Simplified:
Again, the 25-30 FPS, as all the other 16x packs gave me.
32x Default:
With these, it had to load twice the pixels. I got between 18-24 FPS running it.
32x Simplified:
Along with the above, 18-24 FPS.The Aftermath
The 1x literal had much less lag because it only had to load one pixel per texture, the 1x 16x pack having to still load all 256 pixels, the pixels just being the same color.

The 16x Default and Simplified both had around the same amount of FPS, because on both the same amount of pixels were loaded, though the second had all similar colors. It still had to load all 256 pixels, though some of the pixels were the same color.

The 64x packs show that even though some of the "pixels" are large, it still has to load the individual pixels inside these large ones, effectively slowing down the frames per second. The simplified adds on to the above.

The Conclusion
In conclusion, we see that it doesn't matter if the colors in your pack are the same, it's not going to help your frames per second. The only way to actually increase your FPS texture-pack-wise is to use packs that are actually lower resolutions, like 1x, 2x, 4x, 8x, even stuff like 14x, 6x, 9x, etc. work too with the correctly sized terrain.png. There are some nice lower resolution packs out there too, like Tinycraft, Rawrush, and more, I'm sure.

Well, that's my study. If you'd like, you may link to this thread on any of those simple packs that say your FPS will be better with them, or simple packs in general. I'm hoping people will see this before they put these packs up, and more actual packs can be seen, instead of the simple packs coming out every other hour.

Oh, the reason I get such low FPS is because I'm running Minecraft on a laptop. Don't ask why it says 1.7.4, either.